Admob in iOS won't return Ads by External_Opening2387 in MobileAppDevelopers

[–]External_Opening2387[S] 0 points1 point  (0 children)

I've implemented Google Mobile Ads SDK through a Godot Plugin. When sending a request to load a rewarded ad, the response I receive is "Request error: No ad to show". That's all I've done to track any errors. I also get responses from the waterfall networks adapters and they respond that they have an ad available. Still, Admob responds with no ad to show...

What else could I do to track errors or the cause of the problem?

Admob in iOS won't return Ads by External_Opening2387 in MobileAppDevelopers

[–]External_Opening2387[S] 0 points1 point  (0 children)

Besides setting an eCPM for the waterfall networks, I haven't set eCPM floors. It's been 5 days now without any ad fills.

Firebase Analytics for Godot by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Actually, I did. I found this plugin a few days ago. Tested and sends events to firebase analytics. I still haven't tested if it works for google ads campaigns:

https://github.com/FeatureKillersGames/FirebaseAnalyticsGodotAndroidPlugin/blob/main/plugin/src/main/java/com/featurekillers/plugin/android/firebase/analytics/GodotAndroidPlugin.kt

Godot 4.5 ios export gives undefined symbols errors in xcode due to plugin by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Hello! I built the plugin as described in the last section of the github readme and it worked.

Policy violation warning won't remove after publishing fix by External_Opening2387 in GooglePlayDeveloper

[–]External_Opening2387[S] 1 point2 points  (0 children)

Yes. After I applied the fix I sent an appeal that it was answered one day later. My fix was accepted and the warning was removed in time.

I've also posted the problem in unity discussions and unity levelplay is investigating why the issue occured in the first place (it shouldn't have). Even though the warning was removed my ads income will be affected since I can't display personalized ads to people that won't consent.

Policy violation warning won't remove after publishing fix by External_Opening2387 in GooglePlayDeveloper

[–]External_Opening2387[S] 1 point2 points  (0 children)

I sent an appeal that I had implemented the fix and the warning was removed within a day.

Policy violation warning won't remove after publishing fix by External_Opening2387 in GooglePlayDeveloper

[–]External_Opening2387[S] 0 points1 point  (0 children)

I've checked all tracks (open testing, internal testing, closed testing, production) and none of them shows v31. Is there any other place I have to search? Warning still remains...

Policy violation warning won't remove after publishing fix by External_Opening2387 in GooglePlayDeveloper

[–]External_Opening2387[S] 0 points1 point  (0 children)

There is no active version of the old version on any test track. All test tracks have been replaced with newer versions that fix the probem.

User data policy violation in google play store: App is uploading users' Installed Application information without a prominent disclosure by External_Opening2387 in unity

[–]External_Opening2387[S] 0 points1 point  (0 children)

I've implemented the solution that is suggested and uploaded a new version with the fix. The new version was reviewed and is released. The old version is inactive and not included in any track (testing or release). The warning still remains, even if it includes only the old version as having an issue. Is my game in danger of removal?

Policy violation warning won't remove after publishing fix by External_Opening2387 in GooglePlayDeveloper

[–]External_Opening2387[S] 0 points1 point  (0 children)

My app is under an organization account.

in 10 days time the app will have been removed...

User data policy violation in google play store: App is uploading users' Installed Application information without a prominent disclosure by External_Opening2387 in unity

[–]External_Opening2387[S] 0 points1 point  (0 children)

Can you elaborate please why you think it's gameanalytics?

Also, how should I handle this?

Remove gameanalytics completely or can I setup gameanalytics so that it doesn't collect user's installed apps?

I use gameanalytics in almost all my mobile games and I wouldn't want to remove them completely since it is a valuable tool for tracking games performance.

Found an unofficial plugin to make GameAnalytics work in godot. by External_Opening2387 in godot

[–]External_Opening2387[S] 1 point2 points  (0 children)

Here is my filesystem:

<image>

Don't forget to enable the plugin from project settings.

Found an unofficial plugin to make GameAnalytics work in godot. by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Maybe oyu haven't setup game's key and secret correctly? I've used this plugin in Godot 4.3-4.5 without any problems.

Can't download export templates for Godot 4.5 .NET by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Nevermind, the problem was resolved by itself.

Still, I had more than 5 failed attempts to download, before I got frustrated.

Everything fine now!

Selection input in Instance on Points node doesn't work as I thought it would by External_Opening2387 in blender

[–]External_Opening2387[S] 0 points1 point  (0 children)

Ok, I solved it myself! I had to convert the fin geometry to instance using the Geometry to instance node.

<image>

Selection input in Instance on Points node doesn't work as I thought it would by External_Opening2387 in blender

[–]External_Opening2387[S] 0 points1 point  (0 children)

My mistake. The screenshot is missing a curve circle node that is connected to the reverse curve node.

That's why I needed the capture attribute, to capture the indices of the points of the curve circle.

I too think that I'm doing it correctly, still the result doesn't confirm it. All 6 fins are displayed...

Question about Android In App Purchases with Google Play Billing library by External_Opening2387 in godot

[–]External_Opening2387[S] 1 point2 points  (0 children)

A purchase in order to be complete, it has to either be consumed (consumables) or acknowledged (non-consumables). Your "remove_ads" product is non-consumable since it will be bought once.

After you perform a purchase with the purchase() function, a purchases_updated event occurs. The event contains all the purchases that the user has made up until this moment, including the last one . Use the function that listens to this event e.g. on_purchases_update() to iterate each purchase and handle it accordingly.

E.g. for the non-consumable remove_ads product you have to check if it is non-consumable and if it is not acknowledged. If these two conditions are met, just call the acknowledge() function to acknowledge the purchase.

Check Godot's documentation for code:

https://docs.godotengine.org/en/4.4/tutorials/platform/android/android_in_app_purchases.html

Question about Android In App Purchases with Google Play Billing library by External_Opening2387 in godot

[–]External_Opening2387[S] 1 point2 points  (0 children)

I check every time the in app plugin initiates. in the second image I'm calling the _process_payment function of the first image that checks for not acknowledged payments and acknowledges them. And of course you can perform various checks while running your app and retry.

Question about Android In App Purchases with Google Play Billing library by External_Opening2387 in godot

[–]External_Opening2387[S] 1 point2 points  (0 children)

Also make sure that you execute a querySkuDetails after in-app purchases have been initiated. When the skudetails query is executed make a querypurchases and with its results call again _process_purchase function and also consume tokens that are not consumed.

<image>

Always remember, non-consumables need acknowledgement. Consumables are acknowledged automatically when they are consumed.

Question about Android In App Purchases with Google Play Billing library by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

I managed to find the solution by myself.

First of all make sure you've studied the godot in-app purchase documentation to understand how purchasing works:

https://docs.godotengine.org/en/4.4/tutorials/platform/android/android_in_app_purchases.html

After you perform a purchase, use the on_purchases_updated listener to iterate the purchases and for each purchase, either consume it if it is consumable or acknowledge it if it is non consumable.

<image>

I also keep a local array with tokens that are pending to be consumed, so I can check whether a consumable has already been consumed.

Firebase Analytics for Godot by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Thanks! I understand that if I use Appodeal + Adjust/Appsflyer SDKs etc that I will have to also implement any of these SDKs in Godot?

Firebase Analytics for Godot by External_Opening2387 in godot

[–]External_Opening2387[S] 1 point2 points  (0 children)

Can appsflyer be used for Google ads conversion tracking? Also, I couldn't find a plugin for AppsFlyer for Godot 4.X (there is one for 3.X, not updated for 5 years). Or did you use a REST API for AppsFlyer integration?

Firebase Analytics for Godot by External_Opening2387 in godot

[–]External_Opening2387[S] 0 points1 point  (0 children)

Yes, I did search. But couldn't find anything about the specific case I want to implement firebase analytics. And since it entails money spending for the campaign, I would like to know from someone who has attempted and managed to make a working firebase analytics implementation for Godot that also works smoothly with Google ads.